Guadalcanal: Sky, Sea, Jungle

The campaign is intended to be played as a series of 5 games at a gaming convention, each one simulating a different aspect of the battle: on the sea, in the air, or in the jungles of Guadalcanal.

All games are meant to be played by 6-8 players, though the land game could be much bigger with the right GM.

Sky

Pacificon Game H-118
Time slot: Friday 6-10 PM
GM: IxDescription: Wildcats try to fight past Zeroes to stop Betties from dropping bombs that will reduce the American starting forces in Guadalcanal game 4 - Jungle (Sunday).

Format:
Aerial bombardment of Henderson FieldRules: Check Your 6Players: 8Campaign effects: Each Betty which flies off the edge removes one stand of Marines in game 4: Jungle.

IJN Forces
15x G4M1 Betty
3x A6M2 Zeroes per
Japanese player.

US Forces2x or 4x Wildcats per American player (based on player experience); more Wildcats than Zeroes

Sea

Pacificon Game H-119
Time slot: Saturday 9 AM - 3 PMGM: Steve TaylorDescription: Night action in The Slot. The USN tries to stop an IJN task force attempting to bombard the shore to reduce American forces available in game 4 - Jungle.

Format: Night naval battle to bombard Henderson ("What if" bigger battle of Cape Esperance)Rules: General Quarters 3Players: 8Campaign effects: Marines lose one stand during setup in game 4: Jungle for each main turret of Kongo or Haruna or for each 3x CA turrets (on Aoba, Furutaka, Kinugasa) which conducts a bombardment after game 2: Sea is done.

Format: Two games, run
concurrently. Planes which leave game 3A: Above enter game 3B: Below for
an attack run. The first plane to leave the table initiates the first turn of dawn in game 3B: Below, and the planes begin appearing after that.

A. Above

Pacificon Game H-120
Time slot: Saturday 4-10 PMGM:Chuck StaedlerDescription: Game 3A in the Pacificon Guadalcanal campaign. Japanese fighters try to stop American planes from flying into game 3B (at the next table) to bomb Japanese transports reinforcing game 4 (Jungle)

Format: Aerial attack on Japanese transports at dawnRules: Sky's the LimitPlayers: 7(If odd number of players, extra player is IJN)

IJN Forces
2x Rufe per player (up to 6)
2x more Rufe for any Japanese player losing both fighters before American bombers leave

US Forces
2x P-39s per player (up to 6)
6x Dauntlesses5x Avengers

B. Below

Pacificon Game H-121
Time slot: Saturday 6-11 PMGM:Scott WilsonDescription: A Japanese convoy carrying reinforcements for game 4 (Jungle) is attacked by PT boats, and any US planes that manage to fly in from game 3A (running concurrently at the next table).

Format: PT boats attack Japanese reinforcement convoy at night during unloading operationRules: Action StationsPlayers: 8 (If odd number of players, extra player is US)Campaign effects: Each Japanese ship which survives game delivers Japanese units to game 4: Jungle

USN Forces
4x PT boats/player with 1-3 players, 2x PT boats/player if more
Any US planes (Dauntlesses, Avengers, P-39s) that make it from game 3A: Sky & Sea - Above at neighboring tableNote: First US plane to leave 3A: Sky & Sea - Above starts dawn turn in this game

Pacificon Game H-122
Time slot: Sunday 10 AM - 4 PMGM:Jeff Grein, Fred Avner, Ix NicholsDescription: The final game in the Pacificon Guadalcanal campaign. US Marines,
reduced by bombardments in game 1 (Sky) and game 2 (Sea), are attacked
by a Japanese army reinforced by game 3 (Sky and Sea).

Format:
Land assault on Henderson FieldRules: Memoir '44Players: 8

Forces
Henderson Field OOB, modified as follows:

US Marine Corps
3x artillery units
22x infantry units
During setup, add one hit to any Marine infantry unit (C-in-C's choice) for each of these:

each successful Betty bombardment in the Sky game (up to 15)

each functioning main turret of an IJN BB which conducts a bombardment of Henderson Field afterthe2: Sea game (up to 8)

each 3x functioning main turrets (rounded) of IJN CA (on Aoba, Furutaka, Kinugasa) which conducts a bombardment of Henderson Field afterthe2: Sea game (up to 3)